Out of all the different color combinations to choose from when playing control in Modern, why choose Jeskai? The main advantage of Jeskai lies in its versatility and ability to switch gears in the middle of an ongoing game. This is primarily because of jeskai's powerful burn suite of Lightning Bolt effects. Although removal spells like Fatal Push and Terminate are less conditional removal than burn, choosing the desired amount to run can be difficult due to how wide the Modern metagame tends to be; with a removal suite wide enough to battle Modern aggro decks, you will be left with a large amount of dead draws in creature light matchups, and might even find yourself with too few cards to side in postboard. Jeskai on the other hand can turn those dead removal spells into a clock, and suddenly change from a controlling position into the aggressor; "End of turn: bolt snap bolt" followed by an attack puts your opponent 8 life points lower seemingly out of nowhere.
Mainboard
Snapcaster Mage: keeps the spells slinging into the late game and can beat face with an empty board.
Subtlety: This is the other half of Force of Negation. The ability to return a threat to the top/bottom of the opponents deck without paying any mana is amazing; or just be a flying beater.
Consider: Just a cantrip to dig through the deck. This is chosen over Serum Visions because its an Instant and its chosen over Opt because it can also fuel the graveyard for Snapcaster Mage and feel like a pseudo-Draw 2.
Expressive Iteration: Although more expensive and Sorcery speed; this is an extremely powerful spell that can fish for a land drop bye playing the land from exile and putting a spell in hand... its amazing.
Spell Pierce: Really great in the early game and against those tight on mana. Allows for countering Wrenn and Six when on the draw; its just really good.
Counterspell: Finally Modern Horizons 2 gave us access to this spell; no more nonsense with Logic Knot or the like just a 2CMC/MV nonconditional hard counter.
Force of Negation: The Modern formats version of Force of Will; although not as strong being able to counter non creature spells without paying mana can be game changing
Supreme Verdict: Board Wipe via Destruction that cant be countered.
Lightning Bolt: flexible in that it can be used as relevant removal or just to hit the opponents face.
Lightning Helix: MOAR Bolt action with lifegain to help manage life total.
Fire / Ice: This is actually a very good card. It ports down a land on turn 2 and cantrips, snipes Ragavan, Nimble Pilferer, Dark Confidants and Noble Hierarchs. While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Fire // Ice is both red and blue and its mana value is 4. This has great synergy with Narset of the Ancient Way's -2.
Narset of the Ancient Way: her +1 helps manage life total/cast spells; which honestly is more impressive than I thought. Her -2 digs for more relevant spells and can be removal that helps fuel Snapcaster Mage. Her Ultimate-6 Emblem just adds insult to injury by adding Shock to anything else you do.
Raugrin Triome fetchable perfect mana in the early game and can be cycled away if needed.
Shocks/Fetches: Color fixing.
Basics: Targets to search for Blood Moon matchups.
Sideboard:
This whole section is kinda just in flux... My local meta has a lot of established and powerful decks like Affinity, Eldrazi Tron, Burn, Ponza, Goblins, Prowess, Cascade Crashing Footfalls/Living End.... heck even Bogles show up sometimes... its really kinda all over the place but I'd say Affinity and Cascade are probably the decks to beat for the most part.
When I stop going to the LGS for long periods of time; I like to check out MTG Top 8 to see what decks are currently performing in the Modern format.
Minor Misstep: If Modern is at a point where Chalice of the Void is mainboardable, then a single mana hard counter that hits and spells is something worth looking at; especially if you want to run your own 1 drops.
Shark Typhoon: The Cycling ability cannot be countered in the usual way so a beefy flying token and be a useful threat. Otherwise if this is Hardcasted and sticks around it can be a sure way to win through attrition and interaction.
Land Hate
Alpine Moon: Faster and less punitive than Blood Moon but can still Turn off the scary lands like infect/tron/valakut lands or Field of the Dead when it inevitably returns.
The "Maybeboard" is how I am running this decklist in Arena/Explorer and the Pioneer format using Iymrith, Desert Doom until Dragonlord Ojutai becomes available.
game 2: I mulligan then mulligan again down to 5 and panic kept an "Ify" hand at best... he opened Gemstone Caverns and slammed down an early Blood Moon and it was just G.G.
Sorta like the the burn matchup I just had removal and more removal... Settle the Wreckage is becoming my favorite card... nobody ever sees it coming; but admittedly ive exiled 3+ attackers and still lost games after so it isnt an auto-win card by any means but it really feels good and can give you a chance to turn the game around... in the end Celestial Colonnade was my Wincon.
Affinity:
I really dislike...Esper Sentinel... i would use spot removal and he would draw into more cards...I really liked March of Otherworldly Light to deal with the Urza's Saga but all in all for both games I really didnt play well and just lost and then lost again.
Magic the Gathering, FNM is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved. This site is unaffiliated. Articles and comments are user-submitted and do not represent official endorsements of this site.